Another by kuro

There isn't much to say. I didn't manage to implement the mechanic I had in mind for the theme. The "story" is theme inspired, so that's at least something.

There are five combat rounds alltogether. The gameplay is pretty straightforward, and should be understandable from the in-game "instructions" + some light trial and error. Please let me know if it isn't.
The web build didn't work, so I didn't include it.
I hope you have a bit of fun with this game. Cheers.
post-compo version

I remade the title screen, made a few changes to the rhythm of the game so it would feel more natural, and revamped the UI. Also "the deep ambient noise" that people said they liked was actually a music track that wasn't finished properly, and was quite silent in the game. So I did some work on the music as well. I hope you'll like the new and improved Another.
post LD version

I've been working on this since the compo ended. I wanted to finish it before play+rate was over, but didn't manage.

I still intend to put in some more story, a few more mechanics, some juice, and finish it. If you'd like to see what comes of it, you can follow me on twitter and/or itch.io.

It was a pleasure to share another Ludum Dare with you marvelous people. :heart: I'll be looking forward to seeing you next time.
| Youtube | https://dizztal.itch.io/another |
| Youtube | https://github.com/Kuro-dake/Ludum-Dare-47 |
| Youtube | https://dizztal.itch.io/another |
| Original URL | https://ldjam.com/events/ludum-dare/47/another |
Ratings
| Overall | 131th | 3.768⭐ | 58🧑⚖️ |
| Fun | 193th | 3.554⭐ | 58🧑⚖️ |
| Innovation | 317th | 3.282⭐ | 57🧑⚖️ |
| Theme | 522th | 2.964⭐ | 57🧑⚖️ |
| Graphics | 62th | 4.132⭐ | 59🧑⚖️ |
| Audio | 88th | 3.718⭐ | 57🧑⚖️ |
| Mood | 64th | 3.827⭐ | 57🧑⚖️ |
| Given | 124🗳️ | 119🗨️ |
Controls were indeed straightforward, except for the space bar to restart the level.
Nice entry !
@rolly thank you for the feedback. I took a few todos from it for post compo version.
I assumed I had to step inside the red circles at first, so it could be a little more obvious.
@indigo there is a mild screenshake and a "hit" effect when you get hit, and I thought that was enough. Well... obviously not :smile: There are already two of you (you and @yorsh) who think it could be more obvious. I thank you for your feedback. I'll try to do something about it about in the post compo version.
also @yorsh thank you very much, I appreciate it.
(it never occured to me that playtests and feedback are an important part of polishing.)
So it kinda isn't; it took me a decent while to understand what was going on (at first I moved *towards* the red crosshairs because I'm dumb) and even longer to realize I can multihit. But once I got a grasp on these two details, I nohitted the whole game.
What else can I say except I don't like QTEs, especially on a keyboard, and yet I enjoyed it. The head attack key should be either a right hand key or all W+A+S+D at once. Sound and graphic design is absolutely flawless and enviable, 6.5/5.
All in all, great work on the game.
The art and sound play well together. Great job!
Great job!
@idan-rooze using 3x3 in more ways is an interesting idea. I'd like to work on this for a while longer, and see where it goes, but I don't want it to drag on, so I'll see if I can add some pick ups, or melee combat, or whatever. And thank you! I really tried (and burned myself out a bit in the process :smile:)
@sverdfisken thank you! I plan on changing the font for the "game text".
@dreamscale I wrote a few lines about it [here](https://ldjam.com/events/ludum-dare/47/another/my-compo-entry-a-post-mortem-ramble). I might implement some of it yet.
@idan-rooze @thecakeconsortium Do you have any suggestions on how to visually emphasize that you can attack more than once? That's why the key icon is popping when you press it, but from your comments and others it's not totally obvious what it means. I was thinking about round zero, where you'd just attack. That'd might make it more obvious for further rounds.
@alaah WASD instead of Q is an excellent idea. I mean, it was right there all along. I just didn't see it. Will be there in next version. Also thank you very much for your kind words.
@shortbread That was the plan, but you know... compo... I might be able to expand it eventually. Thank you for your feedback!
@rakowu thank you .)
1) More oomph to the press animation
2) have the button idle animation breath a little bit
I REALLY liked the idea of level 0 as well, great idea. Good luck!
The "menu"/intro-page music and animation made the atmosphere so great that it was difficult to start the game, I wanted to just stay there. Needless to say you made a great first impression! Then it got even better, I love the fact that you included a small story, it set's up the fight really well.
Next let's talk about the gameplay, while it's "simple" it's also very addictive. The difficulty ramps up a good pace and never feels unfair. The game has one of the best looking compo graphics that I have seen, combined with great audio. If the attack sounds where annoying this game would almost be unplayable; but they are not. They are great in-fact. I was certain this was a Jam-game because it's so well rounded.
Great entry!
It's bug me a little to see the theme not that present, but the visual and the work done is already impressive and well, the game work ! From start to end and it's fun ! So yeah : it's a success
@idan-rooze I made the letters "breathe" a bit in post compo. I tried to make the "UI buttons" pop out more, but they overtook the whole scene, so I left it as it was. Thanks for the suggestion. (Also did the zero level)
@simon-rahnasto Your feedback is really heartwarming and it made my day. Thank you very much!
@ribout-horace @arad-hamidsamiee There was a theme-based mechanic I had in mind, but I couldn't get around to it in time. I wanted to make it polished first and foremost. I wrote about it in my ["post mortem"](https://ldjam.com/events/ludum-dare/47/another/my-compo-entry-a-post-mortem-ramble)
>The game mechanic was supposed to include several rounds of loops of attack sequences with special occurences happening: pick ups appearing, different enemies, different attack types and so on. There would be a pick up that would contain instructions to break out of a loop and advance into the next one. If you pay attention, you can see that the attack patterns repeat ad infinum - a gameplay system that was quite time consuming to implement, but it didn’t get used in the end.
@roikku @lectvs Thank you for your feedback. I tried to make something simple gameplay-wise and polish it, and was going to add more variation (described above) if the 48h of compo time permitted. But of course it didn't :smile:
@oillen Thank you. I'm trying to go for a "no text needed" tutorial, so if you have any suggestions on making things even a little bit clearer, I'd be thankful .)
@apples-mmmmmmmm Press spacebar if you die. It's not explained in the compo version - I added it in the post compo one. Thank you for your feedback .)
To succeed I had to be careful where I put my eyes when, and the way the the movement keys would switch function when the time came to attack.. it was difficult but it felt like it should be doable. So I kept retrying over and over. Eventually I gave up at the 3-handed other.
If I could wish for one player boon (and I played the compo version only so maybe you did this) it would be a tiny audio cue indicating the state change between when the game is in movement mode vs attack mode. I need a small cue on both seams.
Most of my runs were lost like this: OK dodge 1, return to center, dodge 2 return to center, dodge 3, return, 4, now a conflict between the key to return me to center and the attack arises in my brain, and whoops I didn't get my return movement, now let me press the attack, woops too late I got a movement instead, but because my eyes were over on the attack area I didn't even clearly see it. Now when I do focus back the game state that "should" exist in my mind is different than the game state I see on the screen, and I move to correct that but it's already too late and I start getting hit.
Nothing in the world wrong with that, it's clear that the game wants to overwhelm me with what the right inputs are. But audio cues on that ultra-important state change would power me up. I could also use a "player moved" footstep sound. (EDIT: now seeing that other commenters didn't take a single hit, ha. Each has their own experience I guess!)
The other way I took hits was trying to simplify by not returning to center, but this left me too many 3-moves plus made the muscle memory harder to build up. I enjoyed that the game had this tension about the best way to approach it.
Clearly the game had me thinking through the details of the interactions, which I think is a sign it was pretty successful at engaging me in the gameplay!
Beyond gameplay the art was really nice, the ambient audio was a good baseline for the solid sound effects to sit atop without feeling empty, and I enjoyed the mysterious intro that gave a background context to the fight but left room for imagination. That air of mystery carried over well into the fact that I had to explore a little to learn the game rules at first. I personally enjoy that in small games where that figure-it-out phase adds a bit more to the experience.
Overall a really solid compo entry, nice work.
[We had a lot of fun with this one on stream last night.](https://www.twitch.tv/videos/766889390?t=00h48m59s)
What I appreciate about this one was how simple yet challenging it was. I think the simple gameplay really allowed you to polish up the other important bits. The controls were nice and responsive, and the visuals were exceptionally top-notch, especially for a compo game. Very nicely done!
I was trying to make a web build of compo version yesterday, so I went back to the compo version revision, and found it more entertaining when it just sort of flowed and looped without the pause. I personally feel it that the phase and indicator switching has somewhat broken the rhythm of the game. But it also might be a matter of personal taste, or the fact that I played it hundreds of times and got used to it might have something to do with it. Who knows.
Anyway, thank you very much for taking your time to write this extensive feedback I really appreciate it!
@coleslaughter Thank you for playing! It was fun to watch .) Also yes, the spamming of the attack buttons is intentional.)
I think it maybe has a bug, too. I hit Q during a fight and got into this state: https://imgur.com/bdz479W
From there I could move around, and sometimes the mode would appear to change, but no attacks ever happened on either side and I was soft-locked and had to restart the game.
Regarding my earlier comment about wanting the audio cue: I did get used the certain number of defense moves before attack for each level and fell into the rhythm. It wasn't that part I needed a cue for. I needed it more for knowing what exact millisecond my inputs would start changing their meaning, so that I could better learn and internalize the limits of the margin of error.
The player problem I'm trying to solve is that I had a lot of slight misses (where what I expected to be an attack turned out to be a movement) and I never got a great feeling for it.
Yes, the 'Q' thing is a bug, an artifact from the time where I was making the combat/defense indicator, and needed to switch that manually. I'll fix it and reupload the post-compo version later.
I'm continuing the development, and now that the "loop" thing is no longer a priority, I'm currently experimenting with a different gameplay philosophy - one where you attack and evade at the same time. I've got to say I like it a lot more than previous versions. It's more dynamic and feels more fun to me, although it makes the game a lot faster, and thus a lot shorter. It does however solve the problem of missing the rhythm: when you hold down shift you attack, otherwise you defend. I'll see where it goes I guess. I've got [a relatively untainted/new twitter account](https://twitter.com/dizztalgamedev) and I'll be posting the updates there if you're interested.
Also thank you again for your analysis. Your feedback is invaluable!
With your narrative, visuals and audio, a superb mood was set too. Really you did everything incredibly well. Can't think of a single issue.
I assume the theme comes into play with the narrative, right? Didn't finish the game just yet, but I assume at the end the player is alone again until there is a new "another" one.
This would be impressive for a jam game from a team, but for a compo I'm at a loss for words, man. Thank you for creating this gem!
I was about to suggest adding some way of playing with arrow keys rather than just WASD - I ended up having to swap to using my right hand for the very hard final level in order to complete the thing. But then, I'm not sure what you'd use for a Q key, or how you'd present the alternative keyboard controls without complicating things. So it's probably better as is :P
Quite simple, but challenging, and well balanced.
GG for this entry.
Cheers
I don't exactly understand the story, but it's fine. The gameplay fits the theme in the "stuck" aspect.
The gameplay is challenging and fun, but I'd like to see more things you can do in the game.
The graphic looks very good. The music sounds great.
Overall, that's a very good game.
Good luck!